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Chivane

Vertielle Siepar's page

882 posts. Alias of Enaris.


Race

Half-Elf

Classes/Levels

Bard (Archivist) 5/ Pathfinder Chronicler 1 (hp 49/49; AC 18/14/14; 15/15 rounds)

Gender

Female

Size

Medium

Age

28

Alignment

N

Deity

Pharasma/Calistria

Languages

Common, Elven, Varisian, Orc, Draconic, Jitska

Occupation

Chronicler, Archaelogist, Scholar.

Strength 10
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 8
Charisma 16

About Vertielle Siepar

Advancement:
    1st: Race: Half-elf. Substitute Arcane Training for Multitalented. Assign Stats as follows: 10, 16+2, 12, 13, 8, 15. Class: Bard (Archivist). GM rules start with max hp+con score. (8+12) Feats: Skill Focus (Linguistics), Combat Expertise. Gain class features Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Distraction, Naturalist. +1 skill point.
    2nd: Roll 4 hp+1 con. Gain class features Magic Lore, Lore Master. +1 skill point.
    3rd: Roll 8 hp+1 con. Gain class feature Inspire Competence +2. Feat: Weapon Focus (whip) +1 skill point.
    4th: Roll 7 hp+1 con. Gain attribute adjustment +1 CHA. +1 skill point.
    5th: Roll 3 hp+1 con. Gain class features Naturalist +2, Jack of all trades. Feat: Whip Mastery. +1 skill point.
    6th: Roll 2 hp+1 con. Class: Pathfinder Chronicler. Gain class features Deep Pockets, Bardic Knowledge, Master Scribe.

Vertielle Siepar
-------------------------
Half-Elf Bard (Archivist) 5/ Pathfinder Chronicler 1
Init +4; Senses: Low-Light Vision, Perception +6
---------------
DEFENSE
---------------
AC: 18/14/14 (+4 Armor, +4 Dex)
hp: 49
Fort+2, Ref+9, Will+4; +2 vs Enchantment, +4 vs magical traps, language-dependent, symbols, glyphs, and all magical writings; Immune: Sleep
Defensive Abilities: Magic Lore
---------------
OFFENSE
---------------
Speed 30ft
Melee Masterwork Whip +10 (1d3/x2) OR Dagger +8 (1d4/19-20)
Ranged Shortbow +8 (1d6/x3) OR Dagger +8 (1d4/19-20)
SA Bardic Performance 15 rounds/day
Bard Spells Prepared (CL 5th; concentration +8)
2nd (3/day)- Blur, Discovery Torch, Gallant Inspiration
1st (5/day)- Animate Rope (DC 14), Comprehend Languages, Disguise Self, Feather Fall
0 (at will)- Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation
---------------
STATISTICS
---------------
Str 10, Dex 18, Con 12, Int 13, Wis 8, Cha16
BAB+4; CMB+8 (+12 disarm with whip); CMD 18
Feats Skill Focus (Linguistics), Weapon Finesse, Weapon Focus (Whip), Whip Mastery
Skills Acrobatics +10, Appraise +5, Bluff +7, Climb +4, Diplomacy +7, Disable Device +6, Disguise +7, Escape Artist +8, Knowledge(Arcana) +11, Knowledge(Dungeoneering) +8, Knowledge(Engineering) +4, Knowledge(Geography) +8, Knowledge(History) +9, Knowledge(Local) +8, Knowledge(Nature) +8, Knowledge(Nobility)+8, Knowledge(Planes) +8, Knowledge(Religion) +9, Linguistics +10, Perception +6, Perform (Oratory) +11, Profession (Scribe) +8, Sense Motive +3, Sleight of Hand +8, Spellcraft +7, Stealth +9, Survival +3, Use Magic Device +9.
SQ: Adaptability, Elf Blood, Elven Immunities, Keen Senses, Arcane Training, Bardic Knowledge, Bardic Performance, Cantrips, countersong, distraction, fascinate, naturalist +2, Magic Lore, Lore Master, Inspire Competence +2, Jack of All Trades, Deep Pockets (100gp), Master Scribe
Combat Gear Consumed Haunt Siphon, Chirurgeon's Kit, Scroll of Summon Monster (2), Potion of Crafter's Fortune, Potion of Detect Undead, Potion of Enlarge Person, Oil of Identify, Potion of Keen Senses, Silver Arrows (12), +1 arrows (10) +1 ghost touch arrows (4) +1 undead bane arrows (2), +1 studded leather armor corset.
Other Gear Riding Kit, The Piper's Flute, Masterwork Thieves' Tools, Pathfinder's Kit, Efficient Quiver, Deluxe Dungeoneering Kit, Chroniclers Kit, Brass Spirit Planchette with Board, 797 gp.
Not Carried Light Warhorse, 1 point of influence in Caliphas, The Publican Harrow Card
---------------
Special Abilities
---------------
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: Spontaneous casting, requiring at least verbal components.
Bardic Knowledge (Ex): + half class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: 15 rounds; start as standard action.
    Countersong: Disrupt sonic and language-dependent effects.
    Distraction: Disrupt visual effects.
    Fascinate: Up to 2 creatures within 90 feet sit quietly and do nothing. DC 15 Will.
    Naturalist: Grant +2 insight bonus to AC, attack rolls, and saving throws to allies vs one kind of identifed monster.
    Inspire Competence: Provide +2 competence bonus on a particular skill.

Lore Master (Ex): May take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd.
Magic Lore (Ex): Gain a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half bard level; may take 10. May use Disable Device to disarm magical traps as per trapfinding; +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.
Jack of All Trades (Ex): May use any skill, even if the skill normally requires training.
Deep Pockets (Ex): As a full-round action, produce any item that could fit into a backpack worth less than current Deep Pocket gp pool. Pool is equal to 100gp x class level, and must be refilled by spending a few hours and the total of the gold. By taking one hour to pack gear, gain +4 effective strength for carrying capacity. Gain +4 bonus on sleight of hand to conceal small objects on person.
Master Scribe (Ex): Add class level to Linguistics, Profession (scribe) checks, and Use Magic Device checks involving scrolls or other written magical items. May make Linguistics checks to decipher text as a full-round action and can always take 10 on Linguistics and Profession (scribe) checks.

Journal::


  • The Whispering Way:
    The Whispering Way is a sinister organization of Necromancers that has been active in the Inner Sea region for thousands of years. Members seek alliances with the undead or are themselves undead. It's most notorious member is certainly Tar-Baphon, the Whispering Tyrant, though the cult existed long before the Tyrant came along.
    The Whispering Way itself is a series of philosophies, transmitted only via whisper, and never written. Their exact goals and nature are impossible to pin down for this reason.
    The only obvious goal of the Whispering Way is to engineer the release of The Whispering Tyrant. To this end they apparently investigate many haunted locales to research the nature of undeath and to sometimes capture unique monsters.
    Their symbol is a gagged skull, and those who learn too much of the Way's secrets meet their end in hideous ways: mouths and faces mutilated to prevent communication via speak with dead spells.
  • Harrowstone:
    The prison was built in 4594 and housed prisoners from all over Ustalav. The ruling Count at the time earned money by accepting other country's worst criminals. Ravengro iteslf was built to support the prison, providing homes for the guards, other staff and their families.
    On 25 Calistril 4662 a fire destroyed most of the underground eastern wing but left most of the upper levels relatively intact. The prison's warden, his wife, and most of the guards perished in the blaze. None of the surviving guards could say why Mrs. Hawkran was there. In themonths following the fire, the town built a memorial to the Warden and the 23 guards who perished. It still stands at the riverbank to this day. All of the prisoners perished and no one ever recovered any of the bodies, either of the prisoners, the guards or the Warden's wife.
    The most serious and dangerous prisoners were usually there for only a few months while awaiting execution. Most of the town was relieved about the fire as the surviving guards tales told of a riot and nearly successful escape attempt, stopped only by the sacrifices of the Warden and the other guards, who gave their lives to save the town.
    The surviving guards said that the riot was led by five of the most notorious prisoners, who had arrived at the beginning of the year and two of whom were due to be executed soon. The surviving guards stated that the prisoners had been in control of the dungeon for hours, held there only due to Warden Hawkran's triggering of a deadfall that sealed the stairs. The panicked and desperate guards claimed to have accidentally started the fire when they believed the prisoners had finally found an exit. None of them claimed to know why the warden's wife was in the prison.
  • The Splatter Man was once a celebrated scholar of Anthroponomastics at the Quatrefaux Archives in Caliphas, Professor Hean Feramin. After being seduced by a succubus posing as a student, his studies were transformed into a twisted and warped obsession. His attempts to use the power of a name to terrify and control the person so named cost him his reputation and his job. Driven mad by this, he developed an uncontrollable obsession with an imaginary link between a person's name...and what happens when that person dies. He began to test this by stalking victims (always women), secretly arranging for each victim to find a letter from her name written in blood every few days, perhaps smeared on a wall or spelled out in carefully arranged entrails. If possible, he would use blood from something associated wiith his victim (usually a pet). Once he'd spelled out the victim's name, he would come for her, killing her in as gory a manner as possible, using a complex trap or a series of rigged events meant to look like an accident.
  • The Lopper was Vance Saetressle, a mad human male who stalked his prey, hiding in the most unlikely places, sometimes for days on end with just enough supplies to keep him going, waiting for the perfect moment to strike. Once he trapped his target alone, he would spring out, suprise them, and behead them with a handaxe.
  • The Piper of Illmarsh was noted for feeding victims to his stirges. He distracted his victims with his piping, dosed their meals with lich dust to paralyze them, then fed them to his stirges, all the while playing a mournful dirge. Even after he was capured and sentenced, no one ever learned his real name.
  • While not a murderer, Sefick Corvin, known as Father Charlatan after his schemes fell apart, was convicted of crimes which were regarded as so blasphemous that several churched *demanded* he be punished to the fullest extent of Ustalavian law. He had travelled from place to place, town to town, posing as an ordained cleric of whichever deity was preferred locally, using faith as a mask to bilk the faithful out of money in payment for false miracles or cures. When he was finally uncovered as a fraud, his Sczarni accomplices murdered a half-dozen city guards in a failed attempt to escape. While he was not sentenced to be executed, he was to be imprisoned for life. Apparently, Harrowstone was the place he was sent to.
  • Ispin Onyxcudgel, a dwarven smith, had lived with his wife in the town of Mosswater,in the north-western River Kingdoms very close to the border with Ustalav. His murdering spree started as a crime of passion when he murdered his unfaithful wife, whom he had dearly loved, using his hammer to smash her skull. This act sent him mad: he thought that by repairing his wife's skull she would be resurrected which would assuage his guilt. Unfortunately, Ispin could not fully repair the skull—there was a sliver of her skull missing. To find such a sliver to complete the repair, Ispin became the Mosswater Marauder and battered nearly twenty people to death over a few weeks but never found the piece for which he searched. He was eventually caught in the act as he nearly murdered a nobleman's daughter; he was sent directly to Harrowstone the very same night.

  • At the time of the fire the prison held 67 prisoners, 9 of them women. The prison was divided into 6 cell block sections, each with an evocative name. The two cell blocks on the upper floor were for the less dangerous prisoners, while the more dangerous of them were incarcerated in one of the four underground cell blocks.

    The cell blocks on the upper floors were named

  • The Crypt and
  • The Nunnery.

  • The Nunnery held female prisoners and at the time of the fire held 5, three of whom had been condemned to death. In that section, you find a note reflecting a transfer of the 'so-called Piper if Illmarsh' from that block to a cell in Calistria's Cave and of the confiscation of her pipe as she was using it to somehow summon stirges which attacked the guards and the other prisoners.

  • The Crypt held 17 regular prisoners, 10 of whom were under a death sentence. You also find a note for this cell block stating that the guard captain’s office on that level had been converted to a cell for one Sefick Corvin, in accordance with his sentence.

    The five cell blocks in the dungeon area are described as

  • Calistria's Cave (a women's cell block),
  • Hell's Basement (described as being situated under the prison graveyard),
  • The Nevermore (for prisoners sentenced to life and torture due to the severity of their crimes),
  • Reaper's Hold (described as the interrogation block) and
  • The Oubiette.

    The records show

  • four prisoners (including the Piper) in Calistria's Cave,
  • 22 prisoners in Hell's Basement,
  • one only (Heath Feramin) in The Nevermore,
  • 15 in Reaper's Hold, and
  • The Oubiette held the remaining eight (including Ispin Onyxcudgel and Vance Saetressle)

    The staff records show a total of

  • 71 staff including 40 guards and 4 guard captains split among 4 shifts, the Warden, the Quartermaster, the Recorder, the executioner, the medical officer, 6 cooks, the Housekeeper, Superintendent, a Priest and 3 acolytes, and 10 general workers.
  • The Esoteric Order of the Palatine Eye is a group of exclusive social clubs comprising an orgainzed network og gentleman philosophers who fill most of the influential stations of Ustalavian society. Containing judges, deans, landed aristocracy and even high-ranking Pharasmin clergy, the Order promotes divine enlightenment. They are credited with the bloodless revolts that created the Palatinates, those three Ustalavian states now ruled by councils of citizens rather than hereditary nobility.


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